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Wednesday, 1 April 2015

A Basic Rundown of The Mechanics for My Solo Skirmish Wargame

Each troop type has a number of tokens, these tokens are the
same as the troop type’s stats. For example a unit with speed 4, shoot 4 and
close combat 3 will have 4 speed tokens, 4 shoot tokens and 3 close combat
tokens. The tokens for every unit are then placed in a bag or cup, and mixed
together.

One player draws a token from the bag, and the token is then
immediately resolved. For example Bill draws a speed token for the Orthodox
Sword Sisters. Each Sword Sister still in play is then allowed to move up to
4”.

MOVEMENT

A move is always 4” unless a special rule states otherwise,
this is because speed is determined by the number of tokens a troop type has,
not the distance it moves each time it performs a move action. You can apply
effects to movement such a rough terrain costing half movement etc.

SHOOTING

A hit is scored on a 4+. Each model has a choice between
firing upon its nearest enemy model in cover or its nearest enemy model in the
open, unless the nearest enemy model is in the open in which case that model
must be fired upon. Models in cover will be hit on a 5+ or a 6+, but this is
determined by the cover they are in. For models to be in cover they must be
obscured from the firing model by half or greater. When a model is hit they
lose 1 shield point.

MELEE

A melee or close combat attack is performed when two
opposing models are in base to base contact and one of their close combat
tokens are drawn. A model causes a hit on another when they roll a 4+. If a
model moves out of base to base contact the other model is allowed an immediate
free attack (meaning a token doesn’t have to be drawn) against them which hits
as normal on a 4+. When a model is hit they lose 1 shield point. If a model is
not in base contact with another they may perform a move action instead, but
this move action must be towards the nearest enemy model.

SHIELDS

If a model is hit and is reduced to 0 shield points it is
killed. When all tokens have been drawn from the bag the turn is over, all
tokens are returned to the bag, all models’ shield points are fully restored
and a new turn begins.

There will also be a number of special rules,but these have not yet been decided upon and potentially a magic system that works the same way as my previous solo game idea - there will be an additional stat for magic. When a magic token is drawn you put it to one side. When another magic token is drawn, or the turn has reached its end, you must declare what you want to do with your stored magic. Your opponent then declares an equivalent action. Pick up a number of dice equal to your stored tokens and roll them, on a single 6 your action is performed, on a roll of no 6s the opponents action is performed. You cannot combine the stored magic of multiple troop types, each troop type uses their magic individually.

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